fixing light culling
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@@ -15,13 +15,13 @@ void computeFrustums(ComputeShaderInput in)
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{
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float3 origin = float3(0, 0, 0);
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float3 corners[4] = {
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screenToClip(float3(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f)),
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screenToClip(float3(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f)),
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screenToClip(float3(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f)),
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screenToClip(float3(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f))
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screenToView(float4(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f, 1.0f)).xyz,
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screenToView(float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 0) * BLOCK_SIZE, -1.0f, 1.0f)).xyz,
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screenToView(float4(float2(in.dispatchThreadID.x + 0, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f, 1.0f)).xyz,
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screenToView(float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f, 1.0f)).xyz
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};
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Frustum frustum;
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frustum.sides[0] = computePlane(origin, corners[2], corners[1]);
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frustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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frustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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frustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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frustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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@@ -89,20 +89,20 @@ void cullLights(ComputeShaderInput in)
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float fMinDepth = asfloat(uMinDepth);
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float fMaxDepth = asfloat(uMaxDepth);
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float minDepth = fMinDepth;
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float maxDepth = fMaxDepth;
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float nearClip = 0.1f;
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float minDepthVS = clipToView(float4(0, 0, fMinDepth, 1)).z;
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float maxDepthVS = clipToView(float4(0, 0, fMaxDepth, 1)).z;
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float nearClipVS = clipToView(float4(0, 0, 0, 1)).z;
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Plane minPlane = {float3(0, 0, -1), -minDepth};
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Plane minPlane = {float3(0, 0, -1), -minDepthVS};
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for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = pLightEnv.pointLights[i];
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float3 lightClip = light.getClipPosition();
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if(light.insideFrustum(groupFrustum, lightClip, nearClip, maxDepth))
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float3 light_VS = light.getViewPosition();
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if(light.insideFrustum(groupFrustum, light_VS, nearClipVS, maxDepthVS))
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{
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tAppendLight(i);
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if(!light.insidePlane(minPlane, lightClip))
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if(!light.insidePlane(minPlane, light_VS))
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{
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oAppendLight(i);
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}
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@@ -6,18 +6,30 @@ struct ViewParameter
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{
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float4x4 viewMatrix;
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float4x4 projectionMatrix;
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float4x4 inverseProjection;
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float4 cameraPos_WS;
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float2 screenDimensions;
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}
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layout(set = 0)
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ParameterBlock<ViewParameter> pViewParams;
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float3 screenToClip(float3 screen)
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float4 clipToView(float4 clip)
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{
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float4 view = mul(pViewParams.inverseProjection, clip);
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view = view / view.w;
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return view;
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}
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float4 screenToView(float4 screen)
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{
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float2 texCoord = screen.xy / pViewParams.screenDimensions;
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// Convert to clip space
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return float3( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z);
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float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w);
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return clipToView(clip);
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}
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struct Plane
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@@ -32,27 +32,27 @@ struct PointLight : ILightEnv
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), colorRange.xyz);
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}
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float3 getClipPosition()
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float3 getViewPosition()
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{
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float4 position_CS = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, position_WS));
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return position_CS.xyz / position_CS.w;
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float4 position_VS = mul(pViewParams.viewMatrix, position_WS);
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return position_VS.xyz / position_VS.w;
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}
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bool insidePlane(Plane plane, float3 position_CS)
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bool insidePlane(Plane plane, float3 position_VS)
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{
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return dot(plane.n, position_CS) - plane.d < -colorRange.w;
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return dot(plane.n, position_VS) - plane.d < -colorRange.w;
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}
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bool insideFrustum(Frustum frustum, float3 position_CS, float minDepth, float maxDepth)
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bool insideFrustum(Frustum frustum, float3 position_VS, float minDepth, float maxDepth)
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{
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bool result = true;
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if(position_CS.z - colorRange.w > minDepth || position_CS.z + colorRange.w < maxDepth)
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if(position_VS.z - colorRange.w > minDepth || position_VS.z + colorRange.w < maxDepth)
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{
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result = false;
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}
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for(int i = 0; i < 4 && result; ++i)
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{
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if(insidePlane(frustum.sides[i], position_CS))
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if(insidePlane(frustum.sides[i], position_VS))
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{
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result = false;
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}
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